]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge remote branch 'origin/fruitiex/loadblackbg'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = cvar("cl_zoomsensitivity");
131         zoomfactor = cvar("cl_zoomfactor");
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = cvar("cl_zoomspeed");
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_CAMPINGRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard ();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
351
352 void CSQC_UpdateView(float w, float h)
353 {
354         entity e;
355         float fov;
356         float f, i, j;
357         vector v, vo;
358         vector vf_size, vf_min;
359
360         vf_size = R_SetView3fv(VF_SIZE);
361         vf_min = R_SetView3fv(VF_MIN);
362         vid_width = vf_size_x;
363         vid_height = vf_size_y;
364
365         vector reticle_pos, reticle_size;
366
367         WaypointSprite_Load();
368
369         if(spectatee_status)
370                 myteam = GetPlayerColor(spectatee_status - 1);
371         else
372                 myteam = GetPlayerColor(player_localentnum - 1);
373
374         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
375         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
376
377         warpzone_fixview_origin = pmove_org + vo;
378         warpzone_fixview_cl_viewangles = input_angles;
379         warpzone_fixview_angles = view_angles;
380         WarpZone_FixView();
381         pmove_org = warpzone_fixview_origin - vo;
382         input_angles = warpzone_fixview_cl_viewangles;
383         view_angles = warpzone_fixview_angles;
384
385         if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
386         {
387                 pmove_org = freeze_pmove_org;
388                 input_angles = view_angles = freeze_input_angles;
389                 R_SetView(VF_ORIGIN, pmove_org + vo);
390                 R_SetView(VF_ANGLES, view_angles);
391                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
392         }
393         freeze_pmove_org = pmove_org;
394         freeze_input_angles = input_angles;
395
396         // Render the Scene
397         if(!intermission || !view_set)
398         {
399                 view_origin = pmove_org + vo;
400                 view_angles = input_angles;
401                 makevectors(view_angles);
402                 view_forward = v_forward;
403                 view_right = v_right;
404                 view_up = v_up;
405                 view_set = 1;
406         }
407
408 #ifdef BLURTEST
409         if(time > blurtest_time0 && time < blurtest_time1)
410         {
411                 float r, t;
412
413                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
414                 r = t * blurtest_radius;
415                 f = 1 / pow(t, blurtest_power) - 1;
416
417                 cvar_set("r_glsl_postprocess", "1");
418                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
419         }
420         else
421         {
422                 cvar_set("r_glsl_postprocess", "0");
423                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
424         }
425 #endif
426
427         TargetMusic_Advance();
428         Fog_Force();
429
430         drawframetime = max(0.000001, time - drawtime);
431         drawtime = time;
432
433         // watch for gametype changes here...
434         // in ParseStuffCMD the cmd isn't executed yet :/
435         // might even be better to add the gametype to TE_CSQC_INIT...?
436         if(!postinit)
437                 PostInit();
438
439         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
440                 if(calledhooks & HOOK_START)
441                 {
442                         localcmd("\ncl_hook_gameend\n");
443                         calledhooks |= HOOK_END;
444                 }
445
446         CheckForGamestartChange();
447         serverAnnouncer();
448         maptimeAnnouncer();
449         carrierAnnouncer();
450
451         fov = cvar("fov");
452         if(button_zoom || fov <= 59.5)
453         {
454                 if(!zoomscript_caught)
455                 {
456                         localcmd("+button4\n");
457                         zoomscript_caught = 1;
458                         ignore_plus_zoom += 1;
459                 }
460         }
461         else
462         {
463                 if(zoomscript_caught)
464                 {
465                         localcmd("-button4\n");
466                         zoomscript_caught = 0;
467                         ignore_minus_zoom += 1;
468                 }
469         }
470
471         hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1);
472         ColorTranslateMode = cvar("cl_stripcolorcodes");
473         activeweapon = getstati(STAT_SWITCHWEAPON);
474         f = cvar("teamplay");
475         if(f != teamplay)
476         {
477                 teamplay = f;
478                 HUD_InitScores();
479         }
480
481         if(last_weapon != activeweapon) {
482                 weapontime = time;
483                 last_weapon = activeweapon;
484
485                 e = get_weaponinfo(activeweapon);
486                 if(e.netname != "")
487                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
488                 else
489                         localcmd("\ncl_hook_activeweapon none\n");
490         }
491
492         // ALWAYS Clear Current Scene First
493         R_ClearScene();
494
495         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
496         R_SetView(VF_SIZE, vf_size);
497         R_SetView(VF_MIN, vf_min);
498
499         // Assign Standard Viewflags
500         // Draw the World (and sky)
501         R_SetView(VF_DRAWWORLD, 1);
502
503         // Set the console size vars
504         vid_conwidth = cvar("vid_conwidth");
505         vid_conheight = cvar("vid_conheight");
506         vid_pixelheight = cvar("vid_pixelheight");
507
508         R_SetView(VF_FOV, GetCurrentFov(fov));
509
510         // Camera for demo playback
511         if(camera_active)
512         {
513                 if(cvar("camera_enable"))
514                         CSQC_Demo_Camera();
515                 else
516                 {
517                         cvar_set("chase_active", ftos(chase_active_backup));
518                         cvar_set("cl_demo_mousegrab", "0");
519                         camera_active = FALSE;
520                 }
521         }
522 #ifdef CAMERATEST
523         else if(cvar("camera_enable"))
524 #else
525         else if(cvar("camera_enable") && isdemo())
526 #endif
527         {
528                 // Enable required Darkplaces cvars
529                 chase_active_backup = cvar("chase_active");
530                 cvar_set("chase_active", "2");
531                 cvar_set("cl_demo_mousegrab", "1");
532                 camera_active = TRUE;
533                 camera_mode = FALSE;
534         }
535
536         // Draw the Crosshair
537         float scoreboard_active;
538         scoreboard_active = HUD_WouldDrawScoreboard();
539         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
540
541         // Draw the Engine Status Bar (the default Quake HUD)
542         R_SetView(VF_DRAWENGINEHUD, 0);
543
544         // fetch this one only once per frame
545         hud_showbinds = cvar("hud_showbinds");
546         hud_showbinds_limit = cvar("hud_showbinds_limit");
547
548         // Update the mouse position
549         /*
550            mousepos_x = vid_conwidth;
551            mousepos_y = vid_conheight;
552            mousepos = mousepos*0.5 + getmousepos();
553          */
554
555         e = self;
556         for(self = world; (self = nextent(self)); )
557                 if(self.draw)
558                         self.draw();
559         self = e;
560
561         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
562         R_RenderScene();
563
564         // now switch to 2D drawing mode by calling a 2D drawing function
565         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
566         // next R_RenderScene call
567         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
568
569         if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
570         {
571                 // apply night vision effect
572                 vector rgb, tc_00, tc_01, tc_10, tc_11;
573                 float a;
574
575                 if(!nightvision_noise)
576                 {
577                         nightvision_noise = spawn();
578                         nightvision_noise.classname = "nightvision_noise";
579                 }
580                 if(!nightvision_noise2)
581                 {
582                         nightvision_noise2 = spawn();
583                         nightvision_noise2.classname = "nightvision_noise2";
584                 }
585
586                 // color tint in yellow
587                 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
588
589                 // draw BG
590                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
591                 rgb = '1 1 1';
592                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
593                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
594                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
595                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
596                 tc_11 = tc_01 + tc_10 - tc_00;
597                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
598                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
599                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
600                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
601                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
602                 R_EndPolygon();
603
604                 // draw FG
605                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
606                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
607                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
608                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
609                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
610                 tc_11 = tc_01 + tc_10 - tc_00;
611                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
612                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
613                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
614                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
615                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
616                 R_EndPolygon();
617         }
618
619         // Draw the aiming reticle for weapons that use it
620         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
621         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
622         // the view to go back to normal, so reticle_type would become 0 as we fade out)
623         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
624                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
625         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
626                 reticle_type = 2; // nex zoom
627         else if(button_zoom || zoomscript_caught)
628                 reticle_type = 1; // normal zoom
629         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
630                 reticle_type = 2; // nex zoom
631
632         if(cvar("cl_reticle_stretch"))
633         {
634                 reticle_size_x = vid_conwidth;
635                 reticle_size_y = vid_conheight;
636                 reticle_pos_x = 0;
637                 reticle_pos_y = 0;
638         }
639         else
640         {
641                 reticle_size_x = max(vid_conwidth, vid_conheight);
642                 reticle_size_y = max(vid_conwidth, vid_conheight);
643                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
644                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
645         }
646
647         f = current_zoomfraction;
648         if(zoomscript_caught)
649                 f = 1;
650         if(cvar("cl_reticle_item_normal"))
651         {
652                 precache_pic("gfx/reticle_normal");
653                 if(reticle_type == 1 && f)
654                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
655         }
656         if(cvar("cl_reticle_item_nex"))
657         {
658                 precache_pic("gfx/reticle_nex");
659                 if(reticle_type == 2 && f)
660                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
661         }
662
663         // Draw the mouse cursor
664         // NOTE: drawpic must happen after R_RenderScene for some reason
665         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
666         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
667         //self = edict_num(player_localnum);
668         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
669         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
670         // as long as the ctf part isn't in, this is useless
671         if(menu_visible)
672                 menu_show();
673
674         /*if(gametype == GAME_CTF)
675           {
676           ctf_view();
677           } else */
678
679         // draw 2D entities
680         e = self;
681         for(self = world; (self = nextent(self)); )
682                 if(self.draw2d)
683                         self.draw2d();
684         self = e;
685
686         float hud;
687         hud = getstati(STAT_HUD);
688         if(hud == HUD_SPIDERBOT)
689         {
690                 CSQC_SPIDER_HUD();
691         }
692         else if(hud == HUD_WAKIZASHI)
693         CSQC_WAKIZASHI_HUD();
694     else if(hud == HUD_RAPTOR)
695         CSQC_RAPTOR_HUD();
696         else
697         {
698                 if(cvar("r_letterbox") == 0)
699                         if(cvar("viewsize") < 120)
700                                 CSQC_common_hud();
701
702                 // crosshair goes VERY LAST
703                 if(!scoreboard_active && !camera_active && intermission != 2) {
704                         // TrueAim check
705                         float shottype;
706                         float bullets, ring_scale;
707                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
708                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
709                         wcross_origin_z = 0;
710                         if(cvar("crosshair_hittest"))
711                         {
712                                 vector wcross_oldorigin;
713                                 wcross_oldorigin = wcross_origin;
714                                 shottype = TrueAimCheck();
715                                 if(shottype == SHOTTYPE_HITWORLD)
716                                 {
717                                         v = wcross_origin - wcross_oldorigin;
718                                         v_x /= vid_conwidth;
719                                         v_y /= vid_conheight;
720                                         if(vlen(v) > 0.01)
721                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
722                                 }
723                                 if(!cvar("crosshair_hittest_showimpact"))
724                                         wcross_origin = wcross_oldorigin;
725                         }
726                         else
727                                 shottype = SHOTTYPE_HITWORLD;
728
729                         string wcross_style;
730                         wcross_style = cvar_string("crosshair");
731
732                         if (wcross_style != "0") {
733                                 vector wcross_color, wcross_size;
734                                 string wcross_wep, wcross_name;
735                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
736
737                                 wcross_color_x = cvar("crosshair_color_red");
738                                 wcross_color_y = cvar("crosshair_color_green");
739                                 wcross_color_z = cvar("crosshair_color_blue");
740                                 wcross_alpha = cvar("crosshair_color_alpha");
741                                 wcross_resolution = cvar("crosshair_size");
742                                 if (cvar("crosshair_per_weapon")) {
743                                         e = get_weaponinfo(activeweapon);
744                                         if (e && e.netname != "")
745                                         {
746                                                 wcross_wep = e.netname;
747                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
748                                                 if(wcross_style == "")
749                                                         wcross_style = e.netname;
750
751                                                 if(!cvar("crosshair_color_override"))
752                                                 {
753                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
754                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
755                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
756                                                 }
757
758                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
759                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
760                                         }
761                                 }
762
763                                 wcross_name = strcat("gfx/crosshair", wcross_style);
764
765                                 if(cvar("crosshair_effect_scalefade"))
766                                 {
767                                         wcross_scale = wcross_resolution;
768                                         wcross_resolution = 1;
769                                 }
770                                 else
771                                 {
772                                         wcross_scale = 1;
773                                 }
774
775                                 if(shottype == SHOTTYPE_HITENEMY)
776                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
777                                 if(shottype == SHOTTYPE_HITTEAM)
778                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
779
780                                 f = cvar("crosshair_effect_speed");
781                                 if(f < 0)
782                                         f *= -2 * g_weaponswitchdelay;
783                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
784                                 {
785                                         wcross_changedonetime = time + f;
786                                 }
787                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
788                                 {
789                                         wcross_name_changestarttime = time;
790                                         wcross_name_changedonetime = time + f;
791                                         if(wcross_name_goal_prev_prev)
792                                                 strunzone(wcross_name_goal_prev_prev);
793                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
794                                         wcross_name_goal_prev = strzone(wcross_name);
795                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
796                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
797                                         wcross_resolution_goal_prev = wcross_resolution;
798                                 }
799
800                                 wcross_scale_goal_prev = wcross_scale;
801                                 wcross_alpha_goal_prev = wcross_alpha;
802                                 wcross_color_goal_prev = wcross_color;
803
804                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
805                                 {
806                                         wcross_blur = 1;
807                                         wcross_alpha *= 0.75;
808                                 }
809                                 else
810                                         wcross_blur = 0;
811                                 // *_prev is at time-frametime
812                                 // * is at wcross_changedonetime+f
813                                 // what do we have at time?
814                                 if(time < wcross_changedonetime)
815                                 {
816                                         f = frametime / (wcross_changedonetime - time + frametime);
817                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
818                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
819                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
820                                 }
821
822                                 wcross_scale_prev = wcross_scale;
823                                 wcross_alpha_prev = wcross_alpha;
824                                 wcross_color_prev = wcross_color;
825
826                                 wcross_scale *= 1 - cvar("_menu_alpha");
827                                 wcross_alpha *= 1 - cvar("_menu_alpha");
828
829                                 ring_scale = cvar("crosshair_ring_size");
830
831                                 float f, a;
832                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
833
834                                 float xyspeed;
835                                 xyspeed = vlen('1 0 0' * pmove_vel_x + '0 1 0' * pmove_vel_y);
836                                 if(xyspeed > nex_speed)
837                                         nex_speed = min(xyspeed, nex_maxvelocity);
838                                 else
839                                         nex_speed = max(nex_minvelocity, nex_speed - nex_speed_falloff_rate * frametime);
840
841                                 if (activeweapon == WEP_NEX && button_attack2 && nex_charge && getstati(GetAmmoStat(3)))
842                                         nex_speed = min(nex_maxvelocity, nex_speed + nex_charge_rate * frametime);
843
844                                 // ring around crosshair representing bullets left in camping rifle clip
845                                 if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
846                                 {
847                                         bullets = getstati(STAT_BULLETS_LOADED);
848                                         f = bound(0, bullets / cr_maxbullets, 1);
849
850                                         a = cvar("crosshair_campingrifle_bulletcounter_alpha");
851                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
852                                 }
853                                 else if (activeweapon == WEP_NEX && nex_velocitydependent && nex_speed > nex_minvelocity) // ring around crosshair representing velocity-dependent damage for the nex
854                                 {
855                                         f = bound(0, (nex_speed - nex_minvelocity) / (nex_maxvelocity - nex_minvelocity), 1);
856
857                                         a = cvar("crosshair_nexvelocity_alpha");
858                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
859                                 }
860
861 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
862                                 do \
863                                 { \
864                                         if(wcross_blur > 0) \
865                                         { \
866                                                 for(i = -2; i <= 2; ++i) \
867                                                         for(j = -2; j <= 2; ++j) \
868                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
869                                         } \
870                                         else \
871                                         { \
872                                                 M(0,0,sz,wcross_name,wcross_alpha); \
873                                         } \
874                                 } \
875                                 while(0)
876
877 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
878                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
879
880 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
881                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
882
883                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
884                                 {
885                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
886                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
887                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
888                                         f = 1 - f;
889                                 }
890                                 else
891                                 {
892                                         f = 1;
893                                 }
894
895                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
896                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
897
898                                 if(cvar("crosshair_dot"))
899                                         CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
900
901                                 wcross_name_alpha_goal_prev = f;
902                         }
903                 }
904                 else
905                 {
906                         wcross_scale_prev = 0;
907                         wcross_alpha_prev = 0;
908                         wcross_scale_goal_prev = 0;
909                         wcross_alpha_goal_prev = 0;
910                         wcross_changedonetime = 0;
911                         if(wcross_name_goal_prev)
912                                 strunzone(wcross_name_goal_prev);
913                         wcross_name_goal_prev = string_null;
914                         if(wcross_name_goal_prev_prev)
915                                 strunzone(wcross_name_goal_prev_prev);
916                         wcross_name_goal_prev_prev = string_null;
917                         wcross_name_changestarttime = 0;
918                         wcross_name_changedonetime = 0;
919                         wcross_name_alpha_goal_prev = 0;
920                         wcross_name_alpha_goal_prev_prev = 0;
921                         wcross_resolution_goal_prev = 0;
922                         wcross_resolution_goal_prev_prev = 0;
923                 }
924         }
925
926         if(NextFrameCommand)
927         {
928                 localcmd("\n", NextFrameCommand, "\n");
929                 NextFrameCommand = string_null;
930         }
931
932         // we must do this check AFTER a frame was rendered, or it won't work
933         if(cs_project_is_b0rked == 0)
934         {
935                 string w0, h0;
936                 w0 = cvar_string("vid_conwidth");
937                 h0 = cvar_string("vid_conheight");
938                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
939                 //R_SetView(VF_FOV, '90 90 0');
940                 R_SetView(VF_ORIGIN, '0 0 0');
941                 R_SetView(VF_ANGLES, '0 0 0');
942                 R_SetView(VF_PERSPECTIVE, 1);
943                 makevectors('0 0 0');
944                 vector v1, v2;
945                 cvar_set("vid_conwidth", "800");
946                 cvar_set("vid_conheight", "600");
947                 v1 = cs_project(v_forward);
948                 cvar_set("vid_conwidth", "640");
949                 cvar_set("vid_conheight", "480");
950                 v2 = cs_project(v_forward);
951                 if(v1 == v2)
952                         cs_project_is_b0rked = 1;
953                 else
954                         cs_project_is_b0rked = -1;
955                 cvar_set("vid_conwidth", w0);
956                 cvar_set("vid_conheight", h0);
957         }
958
959         if(autocvar__hud_configure)
960                 HUD_Panel_Mouse();
961
962         // let's reset the view back to normal for the end
963         R_SetView(VF_MIN, '0 0 0');
964         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
965
966         // be safe against triggerbots until everyone has the fixed engine
967         // this call is meant to overwrite the trace globals by something
968         // unsuspicious
969         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
970 }
971
972 #define spider_h "gfx/vehicles/hud_bg.tga"
973 #define spider_b "gfx/vehicles/sbot.tga"
974 #define spider_r "gfx/vehicles/sbot_rpods.tga"
975 #define spider_g "gfx/vehicles/sbot_mguns.tga"
976 #define spider_s "gfx/vehicles/shiled.tga"
977 #define spider_a1 "gfx/hud/sb_rocket.tga"
978 #define spider_a2 "gfx/sb_bullets.tga"
979
980 void CSQC_SPIDER_HUD()
981 {
982         float rockets, reload, heat, hp, shield;
983         vector picsize, hudloc;
984
985     // Fetch health & ammo stats
986     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
987         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
988         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
989         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
990         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
991
992     // Draw the crosshairs
993     picsize = drawgetimagesize(SPIDER_CROSS);
994     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
995     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
996     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
997
998     hudloc_y =  4;
999     hudloc_x = 4;
1000
1001     picsize = drawgetimagesize(spider_h) * 0.5;
1002     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1003
1004     picsize = drawgetimagesize(spider_a2) * 0.5;
1005     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1006
1007     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1008     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1009     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1010
1011     picsize = drawgetimagesize(spider_a1) * 0.85;
1012     if(rockets == 9)
1013     {
1014         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1015         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1016     }
1017     else
1018     {
1019         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1020         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1021     }
1022
1023     picsize = drawgetimagesize(spider_b) * 0.5;
1024     hudloc_y = 10.5;
1025     hudloc_x = 10.5;
1026
1027     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1028     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1029     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1030     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1031
1032
1033         /*
1034         // Draw health bar
1035         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1036         p = p + '0 1 0' * vid_conheight - '0 32 0';
1037         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1038         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1039         p_y += 8;
1040         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1041         p_x += 256 * hp;
1042         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1043
1044         // Draw minigun heat indicator
1045         p = '0.5 0 0' * (vid_conwidth - 256);
1046         p = p + '0 1 0' * vid_conheight - '0 34  0';
1047         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1048         p_x += 256 * (1-heat);
1049         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1050
1051
1052         // Draw rocket icons for loaded/empty tubes.
1053         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1054         pp += '0 1 0' * vid_conheight - '0 64 0';
1055         for(i = 0; i < 8; ++i)
1056         {
1057                 p = pp + '1 0 0' * (rkt_size * i);
1058                 if(rockets == 8)
1059                 {
1060                         if(floor(reload * 8) == i)
1061                         {
1062                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1063                         }
1064                         else if(i < reload * 8)
1065                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1066                         else
1067                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1068                 }
1069                 else
1070                 {
1071                         if(i < rockets)
1072                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1073                         else
1074                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1075                 }
1076         }
1077         */
1078
1079         if (scoreboard_showscores)
1080         {
1081                 HUD_DrawScoreboard();
1082                 HUD_DrawCenterPrint();
1083         }
1084
1085 }
1086
1087 #define raptor_h "gfx/vehicles/hud_bg.tga"
1088 #define raptor_b "gfx/vehicles/raptor.tga"
1089 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1090 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1091 #define raptor_s "gfx/vehicles/shiled.tga"
1092
1093 void CSQC_RAPTOR_HUD()
1094 {
1095         float rockets, reload, heat, hp, shield, energy;
1096         vector picsize, hudloc;
1097
1098     // Fetch health & ammo stats
1099     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1100         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1101         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1102         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1103
1104     // Draw the crosshairs
1105     picsize = drawgetimagesize(SPIDER_CROSS);
1106     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1107     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1108     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1109
1110     hudloc_y =  4;
1111     hudloc_x = 4;
1112
1113     picsize = drawgetimagesize(raptor_h) * 0.5;
1114     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1115
1116     picsize = drawgetimagesize(spider_a2) * 0.5;
1117     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1118
1119     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1120     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1121     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1122
1123
1124     picsize = drawgetimagesize(spider_a1) * 0.85;
1125     if(reload == 1)
1126     {
1127         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1128         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1129     }
1130     else
1131     {
1132         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1133         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1134     }
1135
1136     picsize = drawgetimagesize(raptor_b) * 0.5;
1137     hudloc_y = 10.5;
1138     hudloc_x = 10.5;
1139
1140     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1141     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1142     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1143     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1144
1145
1146         if (scoreboard_showscores)
1147         {
1148                 HUD_DrawScoreboard();
1149                 HUD_DrawCenterPrint();
1150         }
1151
1152 }
1153
1154 #define waki_h "gfx/vehicles/hud_bg.tga"
1155 #define waki_b "gfx/vehicles/waki.tga"
1156 #define waki_e "gfx/vehicles/waki_e.tga"
1157 #define waki_g "gfx/vehicles/waki_guns.tga"
1158 #define waki_r "gfx/vehicles/waki_rockets.tga"
1159 #define waki_s "gfx/vehicles/shiled.tga"
1160
1161 #define waki_a1 "gfx/hud/sb_rocket.tga"
1162 #define waki_a2 "gfx/sb_cells.tga"
1163
1164 void CSQC_WAKIZASHI_HUD()
1165 {
1166         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1167         float health, shield, energy, rockets;
1168         vector picsize, hudloc;
1169
1170     picsize = drawgetimagesize(SPIDER_CROSS);
1171     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1172     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1173     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1174
1175 /*
1176 const float STAT_VEHICLESTAT_HEALTH  = 60;
1177 const float STAT_VEHICLESTAT_SHIELD  = 61;
1178 const float STAT_VEHICLESTAT_ENERGY  = 62;
1179 const float STAT_VEHICLESTAT_AMMO1   = 63;
1180 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1181 const float STAT_VEHICLESTAT_AMMO2   = 65;
1182 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1183 */
1184     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1185         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1186         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1187         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1188
1189     hudloc_y =  4;
1190     hudloc_x = 4;
1191
1192     picsize = drawgetimagesize(waki_h) * 0.5;
1193     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1194
1195     picsize = drawgetimagesize(waki_a2) * 0.7;
1196     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1197
1198
1199     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1200     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1201
1202     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1203
1204     picsize = drawgetimagesize(waki_a1) * 0.75;
1205     if(rockets == 1)
1206     {
1207         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1208         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1209     }
1210     else
1211     {
1212         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1213         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1214         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1215     }
1216
1217     picsize = drawgetimagesize(waki_b) * 0.5;
1218     hudloc_y = 10.5;
1219     hudloc_x = 10.5;
1220
1221     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1222     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1223     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1224     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1225
1226
1227
1228         /*
1229         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1230         p = p + '0 1 0' * vid_conheight - '0 32 0';
1231
1232         // Draw health bar
1233         p_y += 8;
1234         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1235         p_x += 256 * health;
1236         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1237
1238         // Draw shiled bar
1239         p_x -= 256 * health;
1240         p_y += 4;
1241         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1242
1243         // Draw energy
1244         //p_x -= 256 * health;
1245         p_y -= 8;
1246         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1247
1248         // Draw rockets bar
1249         p_y += 12;
1250         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1251         */
1252
1253
1254
1255
1256         if (scoreboard_showscores)
1257         {
1258                 HUD_DrawScoreboard();
1259                 HUD_DrawCenterPrint();
1260         }
1261
1262 }
1263
1264
1265 void CSQC_common_hud(void)
1266 {
1267         // HUD_SortFrags(); done in HUD_Draw
1268         float hud;
1269         hud = getstati(STAT_HUD);
1270
1271         //hud = 10;
1272         switch(hud)
1273         {
1274                 case HUD_NORMAL:
1275                         // do some accuracy var caching
1276                         float i;
1277                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1278                         {
1279                                 acc_levels = tokenize(cvar_string("hud_panel_weapons_accuracy_color_levels"));
1280                                 if (acc_levels > MAX_ACCURACY_LEVELS)
1281                                         acc_levels = MAX_ACCURACY_LEVELS;
1282
1283                                 for (i = 0; i < acc_levels; ++i)
1284                                         acc_lev[i] = stof(argv(i));
1285                         }
1286
1287                         HUD_Main(); // always run these functions for alpha checks
1288                         HUD_DrawScoreboard();
1289
1290                         if (scoreboard_showscores || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1) // scoreboard/accuracy
1291                         {       
1292                                 HUD_Reset();
1293                                 // HUD_DrawScoreboard takes care of centerprint_start
1294                         }
1295                         else if (intermission == 2) // map voting screen
1296                         {
1297                                 HUD_FinaleOverlay();
1298                                 HUD_Reset();
1299
1300                                 centerprint_start_x = 0;
1301                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1302                         }
1303                         else // hud
1304                         {
1305                                 centerprint_start_x = 0;
1306                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1307                         }
1308
1309                         HUD_DrawCenterPrint();
1310                         break;
1311
1312                 case HUD_SPIDERBOT:
1313                         CSQC_SPIDER_HUD();
1314                         break;
1315
1316                 case HUD_WAKIZASHI:
1317                         CSQC_WAKIZASHI_HUD();
1318                         break;
1319         }
1320 }
1321
1322
1323 // following vectors must be global to allow seamless switching between camera modes
1324 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1325 void CSQC_Demo_Camera()
1326 {
1327         float speed, attenuation, dimensions;
1328         vector tmp, delta;
1329
1330         if( cvar("camera_reset") || !camera_mode )
1331         {
1332                 camera_offset = '0 0 0';
1333                 current_angles = '0 0 0';
1334                 camera_direction = '0 0 0';
1335                 camera_offset_z += 30;
1336                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1337                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1338                 current_origin = view_origin;
1339                 current_camera_offset  = camera_offset;
1340                 cvar_set("camera_reset", "0");
1341                 camera_mode = CAMERA_CHASE;
1342         }
1343
1344         // Camera angles
1345         if( camera_roll )
1346                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1347
1348         if(cvar("camera_look_player"))
1349         {
1350                 local vector dir;
1351                 local float n;
1352
1353                 dir = normalize(view_origin - current_position);
1354                 n = mouse_angles_z;
1355                 mouse_angles = vectoangles(dir);
1356                 mouse_angles_x = mouse_angles_x * -1;
1357                 mouse_angles_z = n;
1358         }
1359         else
1360         {
1361                 tmp = getmousepos() * 0.1;
1362                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1363                 {
1364                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1365                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1366                 }
1367         }
1368
1369         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1370         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1371         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1372         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1373
1374         // Fix difference when angles don't have the same sign
1375         delta = '0 0 0';
1376         if(mouse_angles_y < -60 && current_angles_y > 60)
1377                 delta = '0 360 0';
1378         if(mouse_angles_y > 60 && current_angles_y < -60)
1379                 delta = '0 -360 0';
1380
1381         if(cvar("camera_look_player"))
1382                 attenuation = cvar("camera_look_attenuation");
1383         else
1384                 attenuation = cvar("camera_speed_attenuation");
1385
1386         attenuation = 1 / max(1, attenuation);
1387         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1388
1389         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1390         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1391         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1392         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1393
1394         // Camera position
1395         tmp = '0 0 0';
1396         dimensions = 0;
1397
1398         if( camera_direction_x )
1399         {
1400                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1401                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1402                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1403                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1404                 ++dimensions;
1405         }
1406
1407         if( camera_direction_y )
1408         {
1409                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1410                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1411                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1412                 ++dimensions;
1413         }
1414
1415         if( camera_direction_z )
1416         {
1417                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1418                 ++dimensions;
1419         }
1420
1421         if(cvar("camera_free"))
1422                 speed = cvar("camera_speed_free");
1423         else
1424                 speed = cvar("camera_speed_chase");
1425
1426         if(dimensions)
1427         {
1428                 speed = speed * sqrt(1 / dimensions);
1429                 camera_offset += tmp * speed;
1430         }
1431
1432         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1433
1434         // Camera modes
1435         if( cvar("camera_free") )
1436         {
1437                 if ( camera_mode == CAMERA_CHASE )
1438                 {
1439                         current_camera_offset = current_origin + current_camera_offset;
1440                         camera_offset = current_origin + camera_offset;
1441                 }
1442
1443                 camera_mode = CAMERA_FREE;
1444                 current_position = current_camera_offset;
1445         }
1446         else
1447         {
1448                 if ( camera_mode == CAMERA_FREE )
1449                 {
1450                         current_origin = view_origin;
1451                         camera_offset = camera_offset - current_origin;
1452                         current_camera_offset = current_camera_offset - current_origin;
1453                 }
1454
1455                 camera_mode = CAMERA_CHASE;
1456
1457                 if(cvar("camera_chase_smoothly"))
1458                         current_origin += (view_origin - current_origin) * attenuation;
1459                 else
1460                         current_origin = view_origin;
1461
1462                 current_position = current_origin + current_camera_offset;
1463         }
1464
1465         R_SetView(VF_ANGLES, current_angles);
1466         R_SetView(VF_ORIGIN, current_position);
1467 }